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Written in the Stars (OOC)


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Switching Friendly Neighborhood Ghost array to Insubstantial.

 

Switching Ghost With the Most Array to Damage. 

 

Then I'm gonna move in and try to attack the bad guy: 13 and I rolled a 1... so I'll spend a HP and reroll that, cus I can only get better!

 

Reroll: 26

 

That's a DC27 TOU save on this and next round, since the Damage effect got Secondary effect.

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Okay....long list of bad guys

 

At one end of the hanger, the Hounds Velocity dazed on round 2 get back to their feet. The telepath that was only bruised as well hits her with a mental blast (DC 20 will save). She tanked her first save, so will HP it and auto pass.

 

At the other end of the hanger, the other Hounds clear their daze.

 

The paralyzed Hound will make its Will save (at +1): 16 Still paralyzed.

 

The Boran Lieutenant near Artificer and Vor'an clears his daze.

The paralyzed Boran Lt also makes its Will save (at +1): also a 16 and still paralyzed.

 

The Hunters at the end of the hanger that Velocity attacked in round 2 all climb back to their feet. The one that was only bruised and dazed will fire at the barrier Artificer has put up: and manages barely to hit the barricade DC 25 toughness save for ii.

 

The slowed Hunter makes its Will save (at +1): another 16, still paralyzed. It will also fire on the barricade as well: hitting, another DC 25 toughness save

 

The paralyzed Hunter makes its Will save (at +1): 23, so it is free of the paralyze and will add its fire on the barricade: another hit, another DC25 toughness save for the barricade.

 

Three more Hunters clear the dazes that Velocity inflicted at the start of the round.

 

Finally, Tal'gar will close with Traveller and attack: hitting with a 20. A DC 26 Will save @Tiffany Korta

 

@Dr Archeville Artificer's barricade has 3 DC 25 toughness saves to make.

 

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Sorry, was AFK for longer than expected!

 

Three (3) Toughness saves, DC 25, for Artificer's Created Object (Toughness 9)

 

3#1d20+9: 3 # 27 [1d20=18] 29 [1d20=20] 23 [1d20=14]

 

First two pass, third fails by 2, so that's an injury, reducing it's effective Toughness to 8.

 

So the first CO he put up at the main hangar bay is still up but at Toughness 7, the CO barrier at the back bay is up but at Toughness 8.

 

... unless it was the first/main barrier they were attacking just now, in which case it's still up but at Toughness 6, and the rear one is untouched and at full Toughness 9.

 

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What's the fun of a big array if you never stunt anything? I'll extra effort stunt a power (and immediately spend a hero point to waive the fatigue):

 

Snare 15 (Extras: Area [General, Burst], Constricting, Selective; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Indirect 2, Obscure Senses 1 [Vision], Progression 6 [500' per rank area], Reversible) [40/40]

 

Assuming I've done my math right, that's a Snare attack that'll hit every enemy within 7500 feet of GK - though it's the GM's call whether he can exercise Selective on targets he can't see or tremmorsense (and he'll err toward not risking hitting allies!).

 

DC25 Reflex save for half, DC25/DC17 Reflex save (staged) vs. entangled or bound.

 

Bound targets also get to enjoy a free DC22 Toughness save vs. non-lethal Damage each round they remain bound.

 

GK's flat-footed until his next turn, so let's hope either the snare hits hard or his toughness save keeps him on his feet!

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Okay, time for all the rolls :D

 

Hounds 8 left: all fail their reflex saves. DC 22 toughness saves: TK: 26, 20, 19 (second two had bruises), so one not hurt (now), the other two get another bruise.

Telepaths: 8, 14, 9, 6, 20, so with current injuries, that is four out and one taking another bruise.

 

Boran Lts: One not paralyzed badly misses his reflex save, the paralyzed one auto misses. Toughness saves: 21 and 13, both pick up a bruise, the second is now also dazed.

 

Hunters 8: One actually makes the Reflex check!

Toughness saves: 23, 29, 17, 30, 22, 11, 14, Some very resilient mecha there. Last two go out. So five bound one not bound.

 

Tough Aliens 2: 16 and 21, one bound, one only entangled.

Bound tough save: 18, he's out.

 

I will just say this deals with all the remaining troopers (there were not that many left).

 

SO, updated Initiative order:

 

Round Three

 

67 Velocity 1 HP (bruised)

29 Yass’ir (Engine Room: unharmed, DC 27 toughness save on round 4 (due to secondary effect))

26 Ghost 3 HP (Unharmed)

21 Hounds (3 telekinetic, 1 telepath all BOUND: one telekinetic bruised, staggered; 1 telekinetic Slowed and bruised 2 (round 2), 1 telekinetic bruised 2 and prone;  telepaths bruised 2 and prone)

20 Boran Lieutenants (2 in hanger, both BOUND, 1 staggered, bruised and prone (on Vor’an), 1 staggered, bruised and Paralyzed (round 2))

20 Hunters (6 in hanger,: Bound: 1 staggered, 1 bruised, 1 bruised 2 and slowed (round 2); one (unharmed), 1 bruised and prone / not bound: 1 staggered,)

18 Tal’gar (unharmed) outside bridge

18 Gaian Knight 2 HP (bruise)

17 Tough Aliens (one entangled, was going toward Artificer/Vor’an; 2 outside bridge)

16 Galvanic 3 HP (Unharmed)

14 Justicar Vor’an (Unharmed)

13 Moon-Moth 3 HP (bruised 2)

13 [PLACEHOLDER] 

13 Traveller 0 HP (Unharmed)

13 [PLACEHOLDER] 

12 [PLACEHOLDER] 

10 Artificer 1 HP (Unharmed)

7 Patriot II 2 HP (Unharmed)

6 Waymaker (unharmed)

5 Troopers (0 currently conscious in hanger)

 

 

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Arrays Remain as: 

Electrical Control to Damage 6 (Reaction)

Paragon Powers Array to Super-Strength 7 [total 8]

 

Full-Round Action: She's going to do a full-round action to try to maneuver the spaceship away from Earth so that they can't, I dunno. JLA Watchtower it or get the guns back online and take out the Lighthouse. 1d20+25 41

 

Current Status: Uninjured, 3 HP, Flight 1, Super-Strength 8, grapple +32, immune to environment

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Yeah, that is a major change in direction right away (and the ship is going to be continuing to turn the direction you shifted it, unless something is done to stop it from continuing to turn).

 

@Avenger Assembled @Fox @Tiffany Korta @Dr Archeville You all need to make a DC25 Reflex save or be knocked prone by the cruiser's sudden change in direction (Ghost is unaffected as he is currently insubstantial).

 

Velocity rolls about as bad as she can for her check and is knocked down.

Justicar Vor'an just misses his check, and also is knocked down.

The unbound Hunter in the hanger also misses his roll and is knocked down.

Yassi'r (in the engine room): fails and is knocked down.

Tal'gar also just misses and is knocked down.

Three Borans (1 near Vor'an, 2 near door to bridge) also all fail

 

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  • Thevshi changed the title to Written in the Stars (OOC)

Go go Moth!

 

lets blast the heck outta that thar mech

 

1d20+10=24 DC27 toughness save if that hits.

 

Assuming its not a minion we shall surge and go again, spending the HP

1d20+10=12 

 

Less good! we'll leave it at that for now.

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Okay, another placeholder will be revealed, as a tall, four-armed alien enters the hanger. She will leap over next to Gaian Knight and attack (with +4 for melee as he is prone): 35! for a critical hit! That is DC 31 toughness save for Gaian @Fox

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Putting up the updated list:

 

Round Three

 

67 Velocity 1 HP (bruised, prone)

29 Yass’ir (unharmed, DC 27 toughness save on round 4 (due to secondary effect), prone)

26 Ghost 3 HP (Unharmed)

21 Hounds (3 telekinetic, 1 telepath all BOUND: one telekinetic bruised, staggered; 1 telekinetic Slowed and bruised 2 (round 2), 1 telekinetic bruised 2 and prone;  telepaths bruised 2 and prone)

20 Boran Lieutenants (2 in hanger, both BOUND, 1 staggered, bruised and prone (on Vor’an), 1 staggered, bruised and Paralyzed (round 2))

20 Hunters (5 in hanger,: Bound: 1 staggered, 1 bruised, 1 bruised 2 and slowed (round 2); one (unharmed), 1 bruised and prone)

18 Tal’gar (unharmed) outside bridge

18 Gaian Knight 2 HP (bruise)

17 Tough Aliens (2 outside bridge, prone)

16 Galvanic 3 HP (Unharmed)

14 Justicar Vor’an (Unharmed)

13 Moon-Moth 3 HP (bruised 2)

13 Mare  (not prone)

13 Traveller 0 HP (Unharmed)

13 [PLACEHOLDER] 

12 [PLACEHOLDER] 

10 Artificer 1 HP (Unharmed, prone)

7 Patriot II 2 HP (Unharmed, prone)

6 Waymaker (unharmed)

5 Troopers (0 currently conscious in hanger, 6 in engine room, all prone)

 

@Tiffany Korta Traveller is up!

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